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Re: Rubicon Volunteers - Rozinante I Architecture | ||
Posted By: Andrew Nagy | Date: 6/2/02 7:36 p.m. | |
In Response To: Re: Rubicon Volunteers - Rozinante I Architecture (Steve Levinson) Another example is the contrast between the Citadel of Antiquity as seen in Rob McLees' chapter screen artwork and the Citadel of Antiquity as seen in Rob McLees' texture artwork. Does ANYONE think there's a way to tell whether an area is Pfhor- or S'pht-constructed by the textures? I assume the limit of 4-5 texture sets, one texture set per level, and memory limits on the number of textures per level are also partly responsible for these inconsistencies, especially the Boomer/Hfarl (not Roziante) similarity. I think I prefer Dark Forces' system, which allows for more variety and realism. A more visually consistent update of M2 for a modern engine (like Halo?) would be interesting - no 5D space, and landscapes that change between levels as you move around on the planet. Maybe after Marathon Resurrection is finished. : What fun would a new scenario be without new textures? Game-wise, we have
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